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Get D3DERR_INVALIDCALL on directX new device

Posted on 2008-11-02
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Last Modified: 2013-12-17
Can anyone please help me with this problem. I look at simmilar questions, but the code is too different from mine to use the solution I found from other got the same error. It's only happens on some computers. Directx work with other programs on the computers my program is not working on.

This is the error message:
-2005530516 (D3DERR_INVALIDCALL)
   at Microsoft.DirectX.Direct3D.Device..ctor(Int32 adapter, DeviceType deviceType, Control renderWindow, CreateFlags behaviorFlags, PresentParameters[] presentationParameters)

Thanks for your help!
void init()

        {

            _wnd = new Form();

            _wnd.FormBorderStyle = FormBorderStyle.None;

            _wnd.Text = "RenderWindow";

            _wnd.Size = _fullScreenSize;

            _wnd.BackColor = Color.Black;

            //_wnd.Show();

            Application.DoEvents();

 

//this line is causing the error

            _device = new D3D.Device(  _screen, D3D.DeviceType.Hardware, _wnd, CreateFlags.MixedVertexProcessing | CreateFlags.FpuPreserve, getPresentParams() );

            _device.DeviceLost += new EventHandler(_device_DeviceLost);

            _rt = _device.GetRenderTarget(0);

            _frameInterval = TimeSpan.FromSeconds( 1.0 / _device.DisplayMode.RefreshRate );

                      

 

            _keyboard = new DI.Device( SystemGuid.Keyboard );

            _keyboard.SetCooperativeLevel( _wnd, CooperativeLevelFlags.Foreground | CooperativeLevelFlags.Exclusive | CooperativeLevelFlags.NoWindowsKey );

 

            QueryPerformanceFrequency( out _timerFrequency );

            QueryPerformanceCounter( out _timerBaseline );

            _timeBaseline = DateTime.Now;

        }

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Question by:OddisW
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Assisted Solution

by:PaulHews
PaulHews earned 500 total points
ID: 22950030
A couple of thoughts just thrown out there.

-Do the samples from the DirectX SDK work properly?  Look in <DirectX SDK install folder>\Samples\Managed\Direct3D
-What does the call to getPresentParams return?

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Author Comment

by:OddisW
ID: 22971570
The sample DirectX work properly on the macines where it failed. In fact my customer have tested it on 5 machines, and it only worked on one. DxDiag work on all of them.

The getPresentParams return:
MultiSampleQuality: 0
PresentationInterval: Default
FullScreenRefreshRateInHz: 0
PresentFlag: None
AutoDepthStencilFormat: Unknown
EnableAutoDepthStencil: False
Windowed: True
DeviceWindowHandle: 0
DeviceWindow:
SwapEffect: Discard
MultiSample: None
BackBufferCount: 0
BackBufferFormat: Unknown
BackBufferHeight: 0
BackBufferWidth: 0
ForceNoMultiThreadedFlag: False


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Expert Comment

by:PaulHews
ID: 22977022
The PresentParams look okay, and everything looks pretty generic.  Try passing 0 instead of _screen.

Do the affected computers have the right version of DirectX?  Do they have up to date drivers?

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Author Comment

by:OddisW
ID: 22979394
Thanks for your response Paul.

The _screen was already 0 at the time new Device is called.

The other computers has the latest build of DX 9. We have double checked that it's the same versions. The program was initially wroten for about 3 years ago when DX 9 was new, but then it was not thouroughly tested.
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Expert Comment

by:PaulHews
ID: 22979452
And are the video drivers all the same version?
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Accepted Solution

by:
OddisW earned 0 total points
ID: 23225133
I ended up rewritting the entire code and used an example from microsoft to initialize the directx with the correct parameters. It seems like it was some of the graphics drivers that didn't worked with vertex processing in hardware mode.
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